using System.Collections.Generic;
using System.Text;
using UnityEngine;

namespace Kayac
{
	public class Face
	{
		private HalfEdge firstEdge;

		private Vector3 normal;

		public int EdgeCount { get; private set; }

		public HalfEdge FirstEdge => null;

		public Vector3 Normal => default(Vector3);

		public int PrimitiveListIndex { get; private set; }

		public Face(int primitiveListIndex)
		{
		}

		public Face(int primitiveListIndex, Vector3 normal)
		{
		}

		public void Discard()
		{
		}

		public HalfEdge AddEdge(Vertex beginVertex)
		{
			return null;
		}

		public HalfEdge Cut(HalfEdge removedBegin, HalfEdge removedEnd, HalfEdge pairOfNewEdge)
		{
			return null;
		}

		public void CalcNormal()
		{
		}

		public bool Validate()
		{
			return false;
		}

		public float GetFirst3PointCosine()
		{
			return 0f;
		}

		public bool IsDegenerated()
		{
			return false;
		}

		public bool HasAreaZeroTriangle()
		{
			return false;
		}

		public bool Optimize()
		{
			return false;
		}

		public bool IsConvex()
		{
			return false;
		}

		public void Dump(StringBuilder sb)
		{
		}

		public string Dump()
		{
			return null;
		}

		public float GetMinimumTriangleArea()
		{
			return 0f;
		}

		public float CalcSurfaceArea()
		{
			return 0f;
		}

		public bool TryMerge(Face another, HalfEdge edge, float normalDiffSqLengthThreshold, List<Vector3> tmpPositions)
		{
			return false;
		}
	}
}
